#version 330 core
layout(location = 0) in vec3 aPos;

out vec3 zColor;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
	zColor = vec3(aPos.z);
	gl_Position = projection * view * model * vec4(-aPos.x, aPos.yz, 1.0f);
}